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Update: the SOLUTION to the autoattack toggle problem is available using CURRENT dota settings - see here http://www.liquiddota.com/blogs/509656-vid-switching-from-passive-to-aggressive-stance
Pressing Hold Position should put us into a passive stance where our hero can stand next to a creep wave and do nothing whatsoever.
Currently, with Autoattack as Always, Hold Position makes us attack whatever is in our attack search range. I.e. it does literally nothing.
With Autoattack as Standard, Hold Position similarly does absolutely nothing useful as it is the same as attack moving the ground (or otherwise entering aggressive stance where you are standing).
Hold Position should do exactly what thousands of people have had it scripted to do up until yesterday:
bind [hold position key] "dota_stop;dota_player_units_auto_attack_mode 1; dota_stop"
This gives a unique purpose to the Hold Position key , which is to allow us to go completely passive next to an enemy unit and stand there doing nothing.
Similarly, the Stop (now Cancel Current Action) key should not only cancel current action but also put us back into aggressive stance if our Autoattack is set to Always:
bind [cancel current action key] "dota_stop;dota_player_units_auto_attack_mode 2; dota_stop"
This allows us to tap our Cancel Current Action key to last hit (or otherwise attack) creeps after being in passive stance.
Please comment if you disagree.
Note 1: To "Standard" autoattack users - you might not understand what Hold Position is supposed to do. Let me clarify:
If you have ever seen a progamer stand still passively next to an enemy creep wave, it is because he has pressed Hold Position and entered into passive stance. If you have seen that same person tap Cancel Current Action (or Stop) many times quickly to time a last hit on the nearest creep, or to stagger step VS jungle creeps, its because he has enabled this in conjunction with his Hold Position by using the 2 lines of script written above and by having Autoattack set to Always. Yes, that same person ALSO does stagger step and time last hits by spamming Cancel (or Hold Position) in conjunction with a mouse click. This is a third and completely separate technique with different and unique utility from the above (for instance, it is a lot slower to perform and you can't perform it if you are not looking at the target).
Note 2: If you go into Demo Hero , the old autoexec cfgs will still be working. If you want to test out the autoattack/hold position script that everyone was using then enter the following into an autoexec.cfg file in your dota cfg folder, type exec autoexec.cfg into console, ensure your hotkeys are correct, enter into Demo Hero mode and then press Hold Position next to a creep wave, and then tap Stop to last hit:
bind d "dota_stop;dota_player_units_auto_attack_mode 1; dota_stop" bind s "dota_stop;dota_player_units_auto_attack_mode 2; dota_stop"
Note 3: People have been suggesting an autoattack toggle but from what I can see the toggle doesn't execute unless you perform an action after pressing the toggle, which is obviously not going to work out.
reddit links https://www.reddit.com/r/DotA2/comments/4l4vgi/hold_position_should_put_us_into_a_completely/ https://www.reddit.com/r/DotA2/comments/4kzl3d/if_autoexec_is_crippled_we_need_warcraft_3_style/ https://www.reddit.com/r/DotA2/comments/4kx6ez/autoexecautoattack_cfg_settings_for_687d_request/
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For me, I expect hold position to do exactly what it currently does, and if I wanted to do what you want it to do I would just spam stop key. However, I never use hold pos in dota (unlike in SC) so I don't mind if it does get changed to what you want.
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They just implemented hold S to do nothing!
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Hold S to do nothing seems only slightly less annoying than spamming S.
It seems more geared towards newbies who panic when they are trying to hide in trees, but their hero keeps trying to auto-attack.
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off the top of my head, Hold Position (passive stance) lets you
stand idle next to creep waves or jungle creeps while you watch or look around the map
line up last hits/denies to remove your turn rate then go idle instead of spamming cancel
juke people when you are laning by faking attacks then going idle, rather than running back and forth or spamming like a headless chicken (do all of these things)
as you said, go passive in any jukespot, particularly when supporting, ganking, hiding, whilst having full control over your hero and not spamming Cancel Action like a spastic
stand close to jungle creeps ready to pull without aggroing onto them
do the above, using any hero (tried spamming S with sniper or gyro?)
pretty much reduce all needless/useless actions and replace them with useful ones such as not running around backwards and forwards like a spastic in lane and instead having decisive, controlled actions (whether you are going passive or not)
i mean you have it with autoattack set to Standard so idk what your post is saying rly lol
edit: i reviewed the latest patch change :
The latest patch change: When Auto Attack is set to Always On, pressing stop while attacking will now cause your hero to stop auto attacking until you release the stop button. This behavior can be disabled in the advanced options.
FIRST THOUGHTS:
a) you need to hold down the button instead of just tapping it.
the original script let you tap it (hold position) and you would stand there nomatter what. to resume autoattack you would tap S (cancel action). does it feel good to have to hold down a button? no its not great, but i can get used to it
HOWEVER crucially you cannot press certain other hotkeys whilst holding down a button.
i cannot press m to check my scoreboard whilst holding down d (or s). i cannot press v to control the courier whilst holding down d (or s). i cannot easily press c and cannot press u to level up a skill/stats whilst holding down d (or s)
so although the functionality to stand still is there, the implementation isn't practical compared to the original script version. what if i need to be able to go passive next to a creep wave and open my scoreboard or control the courier? it simply can't be done. i'm not saying these are crucial actions that occur often, but i am saying they are a limitation of this implementation
HOWEVER , the fact that i now no longer ever need to use the Hold Position hotkey (coz it still does nothing afaik) , i can now re-use that hotkey binding so at least i will still be able to access my scoreboard (move M hotkey to S) or something whilst holding down D
a) issuing a right click (attack) on a target OR issuing a move command with the mouse cancels the passive stance (IE it cancels your holding down of the s/d button even though you are holding it down).
so you put yourself into passive stance by holding down your S button, then move a bit, and you are immediately taken out of passive stance when you complete the move even though you are still holding down your S button. you need to let go of it and press it again to make it work again
now in some way this is an improvement over the last script version that i was using because it means that i don't ever have to issue attack-move commands when i want to come out of passive stance and move at the same time. on the other hand you can't move your hero and remain in passive stance unless you take your finger off the button then press it again, which is unintuitive/unwieldy at first glance. see below for further comment on this
c) I CAN PUT MYSELF SEMI-PERMANENTLY IN PASSIVE STANCE (ie what you do with the script) if i hold down the button then select a courier. i no longer have to hold down my button to remain in passive stance if i select a courier then select myself again. i am still taken out of passive stance if i issue a command
SUMMARY
im very glad for the change but i think it should be implemented as follows:
you tap the button to go into passive stance. to come out of passive stance you tap it again or issue a move or attack command (or cast spell) .
this differs from the script in that you dont ever need to issue an attack-move command to leave passive stance.
it differs from the current new implementation in that you don't need to hold down a button to operate passive stance (so you can freely access your other hotkeys; control courier, level up, check scoreboard etc)
tnx for reading. check the courier bug i wrote above, its nice to be able to go passive without having to hold down a button dont you think? but i dont want to have to select courier every time to do it!!
*update I have noticed another buggy behaviour , i think. If you tap the new button once when you are not near creeps and then go into range of creeps, you will have autoattack disabled completely nomatter how near you are to them. (If you are already in range of creeps when you press the button you need to hold the button down for it to disable your autoattack)
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My point was the change seems like it's implementing something no one asked for when the desired behavior is pretty clear.
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The desired behaviour is that people with autoattack set to Always need a button that stops them from autoattacking. the problem is that the button they have been given requires you to hold it down
The REASON they have been given this implementation, i imagine , is because people with autoattack set to Standard are accustomed to using their Hold Position button for the same utility as attack-moving or patrol-clicking the ground where they are standing. it puts them INTO autoattack mode (without requiring a mouse click)
It looks like valve wants to preserve this feature for Standard autoattack users
The SOLUTION to this issue is to give BOTH the Hold Position and the Stop button different behaviour depending on whether you are in Standard or Always autaottack mode
If you are in Standard autoattack, tapping Hold Position should put you into aggressive stance. tapping Stop should Cancel your current action. (this is the current setup)
If you are in Always autoattack, tapping Hold Position should put you into passive stance. tapping Stop should Cancel your current action AND put you back into aggressive stance
I'm not sure why this solution hasn't been implemented , it is possible there are complications to implementing it.
ok i rewrote the above for yet another summary of the situation:
People with autoattack set to Always need a button that stops them from autoattacking. The problem is that the button they have been given requires you to hold it down.
The REASON they have been given this implementation, i imagine , is because people with autoattack set to Standard are accustomed to using their Hold Position button for the same utility as attack-moving or patrol-clicking the ground where they are standing. It puts them INTO autoattack mode (without requiring a mouse click)
It looks like valve wants to preserve this feature for Standard autoattack users. (I have seen comments from Arcade players who say they use it in arcade games to defend choke points - arguably they could just press patrol or attack-move on the ground to defend choke points but I have no interest in disadvantaging other users by making them have to use an extra mouse click to perform an action)
The SOLUTION to this issue is to give BOTH the Hold Position and the Stop button different behavior depending on whether you are in Standard or Always autoattack mode.
If you are in Standard autoattack, tapping Hold Position should stop your current action and put you into aggressive stance. Tapping Stop should Cancel your current action. (this is the current setup)
If you are in Always autoattack, tapping Hold Position should stop your current action and put you into passive stance. Tapping Stop should Cancel your current action AND put you back into aggressive stance. (Note: all other actions , such as moving, also put you back into aggressive stance)
Currently Always autoattack users need to HOLD DOWN their button to put them in passive stance. In practice, this has several gameplay disadvantages compared to the suggested implementation:
1) Notably it is unintuitive in situations where you want to be in passive mode for more than 1 action because you are taken out of passive mode if you perform any action even if you continue to hold down the button.
2) It is difficult and sometimes impossible to press other hotkeys whilst holding down the button
3) It is buggy - if you tap the button when you are not near creeps then walk up to creeps with the button not held down then you will still be in passive mode. The button works differently if you are already standing next to creeps when you press it. The same buggy behavior occurs if you select a courier whilst holding down the button
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right now they have the behaviour set so that players with the 'standard' option are able to have attack-searching and with a little more manual control; with everything i have considered, i believe it's the better control option and promotes better habits overall.
say for example you're playing naga or a snag yourself an illusion rune to stack with. you are trying to stack at 52/53/54/55. it is easier on standard or never, even if we were comparing to the config'd keybind of hold position before, this is because of the amount of individual commands and queued commands you'd have to use to keep your illusions extra far from the attack-search range and budget the right travel distance in time to successfully use each. certainly not impossible at all, however, but are extra considerations that would make it less useful as a mode.
aside from wanting to go back to RTS at some point with 1:1 behavior translation, this would only ever be the exact reason why i choose to switch between the two auto-attack modes. 'always', so that i can have a more lax game on naga with less keypresses. 'standard' for generally more control, not just on naga, and especially as it is now. however, i don't disagree.
standard still requires some work and some key-presses, but i agree that with auto-attack always, there should be something to the opposite effect--letting you go cold at just one keypress.
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i dont really understand what you mean. for starters, when you play naga siren and send illusions up the lane, you use attack-move to do it whether you are using Standard or Always
can you explain to me when the Hold Position keybind is EVER used by a Standard autoattack user? go into a Demo Hero match with both a melee hero (void) and a ranged hero (lina) and see the difference between Hold Position and Cancel Action with Standard autoattack. there is no difference in functionality that i can see (im looking at it now)
OK look i have just "sort of" solved everything:
+ Show Spoiler +tldr: By using the following setup you can tap a button to cancel your frontswing animations for last hitting and stutter stepping. You can tap the same button to enter aggressive stance. You can tap the same button to attack-move. You can tap a different button to enter passive mode and go completely prone. Video: My previous thread talked about why the latest patch to give us back a way to switch into Passive stance for Autoattack Always users is not ideal Infact, after loading a real game of Invoker I found the new patch implementation completely unusable, impractical and buggy. (for instance, if you perform an action whilst holding down the Hold Position button, you need to lift your finger off the button and then hold it down again for it to continue to work. good luck juggling invoker orbs and all the intricacies of laning whilst having to decide whether or not you need to hold down an extra button, or if you need to release it and then hold it down again because it stopped working) HOWEVER I have kept trying and I have found the solution. And this solution does NOT involve having to "hold down" this new hold position button. Here it is: 1) Turn on QUICK ATTACK 2) Bind your "stop/cancel action/last hit spam" key (S for me) to Attack Move/Force Attack 3) Bind your "hold position/enter passive stance" key (D for me) to Cancel Current Action 4) Set autoattack to Standard 5) Unbind Hold Position , it doesn't do anything whatsoever from what I can figure out 6) If you find for some reason that pressing your old Attack hotkey (A for me) turns your autoattack option to Always, open console and "unbind" the offending key. You can now tap D to go into passive stance. You can tap S to turn on autoattack and spam S it to repeatedly cancel your attack animation on the nearest creep. You NO LONGER need to Attack+click to attack-move, instead you just tap Attack (S for me). Please enjoy my video which may or may not demonstrate these with any sort of clarity.
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wall incoming.
standard your spoilered solution was always the case since a couple patches ago, which made it easier for non-always users who wanted some keypress/option that lets their heroes attack search on their own without a force-attack command issued. as far as i can tell (and i don't pay much attention to these things) this came with the spring cleaning update. i don't think it is necessary to have quick-attack on and i don't use it myself.
tapping attack and 's' in this case is no different than a-clicking or right-clicking creeps repeatedly. i just wanted to clarify this for anyone wondering.
about naga. ------------------------------------------------------------------------ + Show Spoiler +some cases want to go standard attack always because you only need a move command, and they will go aggressive once they stop in that general area. consider it the same as sending the same move command, and then shift + attack-ground, but without the need to add the shift-queued command. you already knew this, but it is a big deal if you are farming jungle camps often.
i'm warning you, this is going to sound redundant, but i'm trying to be as thorough as i can here. what i feel more experienced naga players will want to do for more control (and perhaps this is just personal taste entirely) you'll set to standard, move illusions either through cloning or by using individual hotkeys, then shift-queue the entire group of illusions to attack-move in one general direction that encompasses all 3 camps you're planning on farming--meaning that your move-commands should put you in vision range of each camp's creeps, and then your attack move command wherever it may be should force each illusion to attack move at least so that they detect the creeps and engage them. honestly, this depends mostly on the move commands in the first place, and only very rarely does the attack-move location really matter.
you could have that attack move be the center between all those camps or the different lanes, or an additional creep camp. and what this is for is just juicing your illusions for more than just one creep camp's worth of time if you spawn them closer to the jungle. it doesn't have to be the entire control group of illusions, it can be individual or 2 at a time. sometimes you will want 2 illusions on the lane-wave so that you don't have to control and kite with a single illusion otherwise.
with auto-always and move commands as opposed to attack-moving each time, you only have to set precise move commands while splitting and for the inevitability that camps are killed with illusion time remaining. imagine that your illusions walk exactly to where you tell them to regardless of vision. seek targets automatically as your hero does in lane, then begin searching. if you want to do the same thing as with attack-standard with farming multiple waves/jungles with the same illusions, you issue another accurate move command as a shift-queue command and it will do exactly the same thing, except this time you're telling your illusions to move and attack somewhere -after- they are done dealing with the areas and creeps they were assigned to.
the difference is that with attack-standard, you will begin attacking units as soon as you get vision by using an attack-ground command from the moment you split. this is opposed to your illusions moving to spot, then performing their task with whatever vision they have there. i am attack-moving to camps A,B,C, and D while with attack-always, you are only moving to A,B,C,D's general area. of course, you can also attack-move while in attack-always instead of simply moving, but that entirely defeats the purpose of choosing this option with heroes like naga.
anyway, the point is that you are putting in extra effort with attack commands on standard for more nuanced control and having to put in less effort for certain other things, like that example in my earlier post with creep stacking i mentioned where you have all 3/4 illusions+hero passive by default after a move command. that is supposed to be an example where having attack-always can be a real nuisance and is certainly something extra to adapt to. ------------------------------------------------------------------------
as for Hold Position, i never use this key as to my knowledge it never work the way it was intended unless keybound, as you say. and only then would i use it for the specific case with naga or meepo where i want the unit completely docile with hold-position pressed and used, as exactly as it is in starcraft, and as you and other people have suggested.
what you or other people have found is that if you are set to attack-ground mode, or simply attack mode, you will continue to seek targets in the area. that is your 'toggle', though it was always this case, just with the added benefit of one less mouse keypress with the new patch.
move commands don't make you go aggressive, i believe spell usage can, even in standard, unless you have that option not on. 'auto-attack after spells' or w/e it may be. i may be entirely wrong about this one since i don't really rely on that feature or make use of it except for on tiny or slark whose spell animations backswings can be quite hard to cancel anyway.
------------------------------------------------------------------------ edit. alright. auto-attack after spell is now part of 'standard' and i've just done some quick tests to clarify things for myself. if you use a spell, you're in aggressive stance, basically attack-moving whatever is closest to your position until you stop yourself from doing so.
patrol again, to go passive, your options are move, hold pos., s, or patrol. contrary to what patrol does in rts, it's a move command followed by more move-commands. it's a repeated loop of whatever you set as opposed to before where you had to shift-right-click like mad. i repeat, it does not even make you attack anything in range even if you have attack-always set. it is simply a move command.
i'm sorry if after so many words i was not able to explain anything.
if you want to farm lane while looking elsewhere, attack-move will normally hit whatever is closest to your hero, currently. so you have to position this way. if you set the option, 'smart attack move', it'll then be wherever is closest to where you supposedly clicked last. pros will constantly look around while last hitting is easy, but not continue to look away when a last hit is imminent. they'll tab back to their hero view to finish the last hit manually, or to ensure the timing/positioning is right. it could be a regular right-click to manual-target. it could be an attack move, it could be an 's' to stagger since they know the timing already, and just use the minimap to attack-move to go aggressive stance and finish the job.
this is what you cannot do with attack always currently, but i agree you should be able to make use of some single keypress to make yourself docile. right now with attack always, you need to constantly cancel your animation startup (or not hold S), move out of range entirely, or continue a move commands. this is a real hassle on heroes like sniper with really short animations.
always your only other alternatives to achieve the same effect as with standard that i can think of, is using a patrol command to force constant movement and disallowing auto-attacks while you're doing other stuff. couple rules. -if you plan on using patrol from standing you need to be p-clicking at least outside of your hero's selection reticule for the patrol to take place. you cannot p-click your hero for a tighter patrol because it will select your hitbox and your hero. -or doing a move command then shift-queuing patrol to get a tight patrol-move. if you do this basically on the same spot you set the initial move command, it'll look like your hero is jittering like mad.
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tapping 's' in this case is no different than a-clicking or right-clicking creeps repeatedly.
it looks the same but it is actually very different in utility . it is much quicker/more efficient to tap a button than to aim your mouse and click. of course it is only used in certain (but still common) circumstances . 98% of the time you are still mouse clicking creeps. it is a situational "quickcast" which is actually highly missed if you're unable to perform it when you want to
if you want to farm lane while looking elsewhere, attack-move will normally hit whatever is closest to your hero, currently. so you have to position this way. if you set the option, 'smart attack move', it'll then be wherever is closest to where you supposedly clicked last.
attack-move does work but requires a mouse click aswell as a button tap, it really doesn't compare to just being able to tap the button to perform the last hit without looking. if you set the option "quick attack" , you dont need to mouse click . you make an attack on the nearest unit to your HERO (same as attack move) unless you tap the button when your mouse is ontop of another unit. this behaviour simulates the script we were using (minus that last bit)
this is what you cannot do with attack always currently, but i agree you should be able to make use of some single keypress to make yourself docile. right now with attack always, you need to constantly cancel your animation startup (or not hold S), move out of range entirely, or continue a move commands. this is a real hassle on heroes like sniper with really short animations.
if you use the setup i described, you can toggle into Always with a tap of a button and toggle into Standard with the tap of a button (no mouse clicks required). there is (as far as i gather so far) no longer any need to use the Always autoattack option in the options menu
move commands don't make you go aggressive
with the new "hold down the hold position button to go prone" thing in Always autoattack, you will go back into agressive mode if you right click something or if you move and finish moving. even if you are still holding down the hold position button to remain prone. its basically unusable
naga stuff
yeah i dont play naga at that level but i think i understand what you mean. i think you are saying that Hold Position is a useful key in Standard because it is equivalent to "attack move" except you dont need to perform a mouseclick. and you described how that is used. so that's cool.
then we have the new Always autoattack hold position implementation, which is quite the opposite "do nothing". but they made it so you have to HOLD DOWN the button? (and it stops working when you issue a command even if you hold down the button). i dont see why this had to be like this, there is no conflict with the Standard implementation so why did they weird it up? (this is rhetorical question since i am happy with my fix now)
i think i will make another video just to demonstrate VERY CLEARLY the couple of advantages my setup has because it looks like all those people who used that autoexec cfg script to do it for the past few years have been quietly assassinated
i played a few games with my setup now and its pretty awesome so far. i need to get used to never having to press a-click to attack move anymore (instead i just quickcast s which is also my cancel frontswing/animation button) but i can tell its a lot faster than needing to make that click
UPDATE:
the SOLUTION to the autoattack toggle problem is available using CURRENT dota settings - see here http://www.liquiddota.com/blogs/509656-vid-switching-from-passive-to-aggressive-stance
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